Caution, dear reader: there's no point to this particular entry, I'm just rambling.

Then again, aren't I always?

I've been idly doodling a programming language and it led me to thinking about the nature of objects. Crazy how they do. Poking around in that thoughtspace, I was wondering how far you could get with just plain ol' functions, which is the ill-defined road we're going to wander down today.

So, elevator pitch, we're gunna get the Java compiler to enforce the state of our program.

Say we had, I don't know, a ThingBuilder. It builds a Thing. You probably figured that out. You've got a good and pretty head on those shoulders of yours. It looks like this (the ThingBuilder, not your head):

Hey yo hey. So, over in the world of mutable objects, it's pretty common to bash away on some poor, abused piece of data by calling a bunch of (non-referentially transparent) methods on it. I mean, it's kind of the only way anything gets done, right? That being the case, you'd think there'd be better way to do it.

See, there's tends to be a lot of verbosity. Like, say you had your Foo class with a couple of methods doBar and doBaz:

Assuming you've gotta call doBar and doBaz to get things moving, you'll end up with something like this:

The intersection between game development and functional programming is a wild place. See, while we're pretty good at making games in OOP world, in FP, it's all still a bit of a mystery. Sure, people are tossing around stuff like functional reactive programming, but on the whole, it's a relatively unexplored area and one that's sparking a lot of creative thought.

Anyway, recently I gave programming a game in a functional language another go because, if nothing else, I'm a masochist.

After reading James Hague's stuff about a million times, I ended up with an architectural pattern that seemed to work pretty well. Let's talk about it.

Boy, if I could be paid to be unemployed, I'd be a billionaire. Real talk, I think I'm the best in the field. I'm thinking of founding an awards show for bums so I can start raking in the trophies.

Anyway, all this time spent not working has given me a lot of time to, well, work on things.

Turtle graphics has always struck as a thing overflowing with charm. Like, how cute is the idea an altruistic turtle artist? Plus, word is it's a great way to introduce minds to this whole computer business, so that's neat. A recent video featuring our beloved chelonian inspired me to try my hand at implementation, so let's talk about it.